PSP

PPSSPP dev.1.12.3-1082

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PPSSPP is advanced PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.

khbs-002-ppsspp.jpg

Here are changes for latest development builds:
  • Move IO checks to saving thread;
  • Prevent save textures if not replacing;
  • Save textures using a memory copy on Vulkan;
  • Allow saving const tex levels on Vulkan;
  • Save textures on background tasks when texture dumping is enabled;
  • Fix hang when choosing "Skip" in first-time init;
  • Disable not needed anymore workaround for Crash Team Racing;
  • Add contributed data about a couple of prototypes to auto-expand memory to 64MB;
  • UWP crashfix - serialize accesses to each loader;

:: PPSSPP webite
:: Emulator on...

JPCSP dev.935ea155

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Jpcsp is written in Java advanced PlayStation Portable emulator. Matching the PSP dual-core architecture, Jpcsp takes full advantage of dual-core processors and supports powerful GPUs for displaying enhanced graphics.

jpcsp-win.jpg

Here are changes for latest development builds:
  • Fixed vertex cache where the last 2 bytes of a vertex buffer were sometimes lost;
  • Improved shader rendering for overlapping primitives;
  • Avoid NullPointerException when showing Debugger in some cases;
  • OpenGL: trying to fix issues when resizing the display in the middle of the rendering;
  • Fixed few comments;

:: JPCSP Homepage
:: Emulator code on Github
:: Grab official emulators builds
:: JPCSP news post covered by PSEmu.pl

PPSSPP dev.1.12.3-1018

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  • 0
PPSSPP is a written in C++ PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.

khbs-002-ppsspp.jpg

Here are changes for latest development builds:
  • Fix inconsistency issue in Adhoc support between Windows and non-Windows;
  • Increase the timeout when the connection to the AdhocServer is already in progress, avoids cutting off the connection if it took longer than expected but almost completed;
  • Added a function to get SO_ERROR on a socket;
  • Updated getLocalIp function to detects local IP better;
  • Use the most recent posix socket id during blocking simulation, since there is a possibility for the socket id to changes after recreated;
  • Recreate the socket before attempting to connect again after ECONNREFUSED/ENETUNREACH error, since...

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